Section 9 Probability of a =

Total Page:16

File Type:pdf, Size:1020Kb

Section 9 Probability of a = Probability Section 9 Probability of A = Number of outcomes for which A happens Probability Total number of outcomes (sample space) In this section we summarise the key issues in the What is the probability of drawing an ace from a shuf- basic probability teach-yourself document and provide fled pack of cards? a single simple example of each concept. There are 4 aces. There are 52 cards in total. There- This presentation is intended to be reinforced by the fore the probability is many examples in the teach-yourself document and examples paper 10. 4 1 P( ace )= = 52 13 129 130 Adding Probabilities When Not to Add Probabilities When the events are not mutually exclusive. P(A or B)= P(A)+ P(B) provided A and B cannot happen together, i.e. A and B must be mutually exclusive outcomes. What is the probability of drawing an ace or a king A and B from a shuffled pack of cards? 1 P( ace )= 13 1 P( king )= A B 13 = A or B 1 1 2 P( ace or king )= + = P(A or B)= P(A)+ P(B) P(A and B) ⇒ 13 13 13 − 131 132 Non-Exclusive Events What is the probability of drawing an ace or a spade Multiplying Probabilities from a shuffled pack of cards? 1 13 1 P( ace )= P( spade )= = 13 52 4 P(A and B)= P(A) P(B) but P( ace or spade ) is not the sum of these values × because the outcomes “ace” and “spade” are not ex- provided A is not affected by the outcome of B and B clusive; it is possible to have them both together by is not affected by the outcome of A, i.e. A and B must drawing the ace of spades. be independent. To calculate P( ace or spade ) I have two shuffled packs of cards and draw a card from each of them. What is the probability that I draw either use the formula from the previous slide: two aces? 1 P( ace )= P( ace )+ P( spade ) P( ace of spades ) 13 1 1 − 1 4 + = 13 4 − 52 13 1 1 1 P( ace and ace )= = or use the original definition of probability. 13 × 13 169 number of aces and spades 4 + 13 1 4 = − = total number of cards 52 13 133 134 Non-independent Events Tree Diagram I have a single pack of cards. I draw a card, then draw a second card without putting the first card back in the We can use a tree diagram to help us work this out. pack. What is the probability that I draw two aces? 3 1 Ace = 3/51 663 221 This time the probability that I get an ace as the sec- ond card is affected by whether or not I removed an Ace ace from the pack when I drew the first card. 1/13 48/51 Not 48 We use the notation P(B A) to denote the probability Ace 663 | that B happens, given that we know that A happened. 48 Ace This is called a conditional probability. 4/51 663 12/13 Not Ace P(A and B)= P(A B) P(B) Not 564 | 47/51 Ace 663 Thus: First card Second card P( [second = ace] and [first = ace] ) = P( second = ace first = ace ) P( first = ace ) The probability that both cards are aces = 1 . | 221 135 136 Another Example Notation I have a single pack of cards. I draw a card, then draw a second card without putting the first card back in the Intersection AND pack. What is the probability that the second card is T an ace, given that the first card was not an ace? Union OR Ace S 3/51 Thus the conditional probability formula Ace P(A and B)= P(A B) P(B) | 1/13 is more normally written 48/51 Not Ace Ace P(A B)= P(A B) P(B) 4/51 ∩ | 12/13 Not Ace and instead of Not 47/51 P(A or B)= P(A)+ P(B) P(A and B) Ace − First card Second card we write P(A B)= P(A)+ P(B) P(A B) ∪ − ∩ P( second = ace first = not ace )= 4 | 51 137 138 Permutations Ordering Objects n! nPr = (n r)! − is the number of ways of choosing r items from n when the order of the chosen items matters. The number of different orders in which n unique ob- jects can be placed is n! (n factorial) Ten people are involved in a race. I wish to make a I have three cards with values 2, 3 and 4. They are poster for every possible winning combination of gold, shuffled into a random order. What is the probability silver and bronze medal winners. How many posters they are in the order 2, 3, 4? will I need? The number of possible orders for three cards is 3! We need to know the number of ways of choosing The probability the cards are found in one specific or- three people out of 10, taking account of the order. der is therefore 1 = 1. 3! 6 This is 10! P = = 10 9 8 = 720 10 3 7! × × So I would need rather a lot of posters. 139 140 Combinations Lottery Example 1 n! nCr = (n r)!r! If what is the probability of winning the jackpot in the − is the number of ways of choosing r items from n national lottery? There are 49 balls and you have to when the order of the chosen items does not matter. match all six to win. I have a single pack of cards. I draw a card, then draw Method 1: a second card without putting the first card back in the 6 5 4 3 2 1 1 pack. What is the probability that I draw two aces? = 49 × 48 × 47 × 46 × 45 × 44 13983816 The number of ways of drawing 2 cards from 52 is 52C2. Method 2: 1 1 The number of ways of getting two aces is the number = number of ways of choosing 6 balls from 49C6 of ways of drawing 2 aces from the 4 aces in the pack. 49, where order does not matter This is 4C2. The probability that I draw two aces is therefore 1 6! 43! 6 5 4 3 2 1 = = × × × × × num ace pairs C 4! 50! 2! 49C6 49! 49 48 47 46 45 44 = 4 2 = × × × × × num pairs 52C2 2! 2! × 52! 1 = 4 3 1 13983816 = × = 52 51 221 × 141 142 Lottery Example 2 Matching only 3 balls, method 2: What is the probability of winning £10 by matching ex- number of ways we can win actly 3 balls in the national lottery total possible number of outcomes Method 1: Thinking about all the balls in the lottery machine, we Work out the probability of matching them in a par- consider: ticular order: the first 3 balls that are drawn win, the remaining 3 do not. The number of ways the 6 5 4 43 42 41 The number of ways the lottery machine can pick lottery machine can pick 49 × 48 × 47 × 46 × 45 × 44 3 balls matching some 3 balls from the 43 balls Then multiply this by the number of possible ways of of the 6 numbers on our not on our ticket. ticket. picking the 3 winning balls among the 6 balls that are The total number of ways of picking 6 drawn. balls out of the 49 in the machine. ✔✔✔✖✖✖ ✔✔✖✔✖✖ ✔✔✖✖✔✖ 6C3 43C3 6! 43! 43! 6! = = 6C3 = 20 ✔✔✖✖✖✔ 49C6 49! 40! 3! 3! 3! ✔✖✔✔✖✖ 43 42 41 6 5 4 6 5 4 = × × × × × × × × ... etc. 49 48 47 46 45 44 3 2 × × × × × × × 6 5 4 43 42 41 1 1 Hence: 6C3 = = 49 × 48 × 47 × 46 × 45 × 44 × 56.7 56.7 143 144 Section 9: Summary P(A B) = P(A)+ P(B) if A and B are mutually ∪ exclusive outcomes. P(A B) = P(A) P(B) provided A and B are ∩ × independent. Acknowledgements P(A B)= P(A B) P(B) ∩ | These notes are inspired by Prof Woodhouse’s notes P(A B)= P(A)+ P(B) P(A B) ∪ − ∩ for the same course and incorporate several sugges- tions from Drs Gee and Treece. I am very grateful to The number of different orders in which unique ob- n Martin Weber for checking the algebra in the exam- jects can be placed is ! n ples. Permutations: = n! is the number of ways of nPr (n r)! choosing r items from n −when the order of the chosen items matters. Combinations: = n! is the number of ways nCr (n r)!r! of choosing r items from n− when the order of the cho- sen items does not matter. 145 146.
Recommended publications
  • Pinochle & Bezique
    Pinochle & Bezique by MeggieSoft Games User Guide Copyright © MeggieSoft Games 1996-2004 Pinochle & Bezique Copyright ® 1996-2005 MeggieSoft Games All rights reserved. No parts of this work may be reproduced in any form or by any means - graphic, electronic, or mechanical, including photocopying, recording, taping, or information storage and retrieval systems - without the written permission of the publisher. Products that are referred to in this document may be either trademarks and/or registered trademarks of the respective owners. The publisher and the author make no claim to these trademarks. While every precaution has been taken in the preparation of this document, the publisher and the author assume no responsibility for errors or omissions, or for damages resulting from the use of information contained in this document or from the use of programs and source code that may accompany it. In no event shall the publisher and the author be liable for any loss of profit or any other commercial damage caused or alleged to have been caused directly or indirectly by this document. Printed: February 2006 Special thanks to: Publisher All the users who contributed to the development of Pinochle & MeggieSoft Games Bezique by making suggestions, requesting features, and pointing out errors. Contents I Table of Contents Part I Introduction 6 1 MeggieSoft.. .Games............ .Software............... .License............. ...................................................................................... 6 2 Other MeggieSoft............ ..Games..........
    [Show full text]
  • BLACKJACK It’S Easy to Ace the Game of Blackjack, One of the Most Popular Table Games at Hollywood Casino and Around the World
    BLACKJACK It’s easy to ace the game of Blackjack, one of the most popular table games at Hollywood Casino and around the world. Object of the Game Your goal is to draw cards that total 21, or come closer to 21 than the dealer without going over. How To Play • The dealer and each player start with two cards. The dealer’s first card faces up, the second faces down. Face cards each count as 10, Aces count as 1 or 11, all others count at face value. An Ace with any 10, Jack, Queen, or King is a “Blackjack.” • If you have a Blackjack, the dealer pays you one-and-a-half times your bet — unless the dealer also has a Blackjack, in which case it’s a “push” and neither wins. • If you don’t have Blackjack, you can ask the dealer to “hit” you by using a scratching motion with your fingers on the table. • You may draw as many cards as you like (one at a time), but if you go over 21, you “bust” and lose. If you do not want to “hit,” you may “stand” by making a side-to-side waving motion with you hand. • After all players are satisfied with their hands the dealer will turn his or her down card face up and stand or draw as necessary. The dealer stands on 17 or higher. BLACKJACK Payoff Schedule All winning bets are paid even money (1 to 1), except for Blackjack, which pays you one-and-a-half times your bet or 3 to 2.
    [Show full text]
  • Lift Every Voice
    CHAPTER SEVEN Selma, Alabama, June 1985: Building Bridges from the Bottom Up W HolJT," ROfe Sanden ha<l warned me when the picked me up from the airport in Montgomery in Iune 1985, a wtek prior ro the flnt day of trial. •s.!ma Clln change you, M Rote wlrispem:l. ~selma changes people's u~.. It ch1Jl8fd my life." Rose was remindi.rlg me of the nffii to mnlln COI\Mded to the paasion and indlgn&don that gave the dvil rights movoment its nrength and its reaillenar. By the m.ld- 1~ th<e dvil ris)lo movement was in danRer of sua:umbing ro empty plmi~es and JYIOflll lndifferenca in the Wiute House and Congress, where a few fmOOth phrases about voting rightl resembled the obliga­ tory nondanominational pnyer. • meaningless sesture In which the words carry no Jubs~ance. "Watch out, • Rose repeated, smiling this time despite the heat. It wa6 one of t:hoae 'ultry, heavy Alabema summer afttrnoont. I oould feel my forehead already slistening with sweat. /U we dtovu &om the airport to Selma, Rose wos expla.ining her dedsion to •m.lc there. R0$4! was guided by a romantic vision that peid tribute to Selma u a site of historic struggle. 1\ut her life wu hardly the stu!f of f.mtasy. Her deli· nitlon of a S®Cnsfullifc meant a:mtinuing that~ At live f.eot five, Rose Sanders is a duvith of ~ergy and enrhusi­ um. One of htr most strllcing c:hanctemtics is her voice. If sounds perpetually hotne, almost grawlly, as if driven by an inner urgency and paseion.
    [Show full text]
  • US Military Used the Ace of Spades to Scare the Viet Cong
    US Military Used The Ace Of Spades To Scare The Viet Cong National Card Playing Day is observed annually across the United States on December 28. In the 9th century, the Chinese began developing games using money and other paper objects. These early playing cards bear no resemblance to the sturdier European playing cards that developed a few centuries later. Card games spread around the world in a variety of shapes and styles. From the elaborate Mamluk designs of Egypt to the appearance of the first playing cards during the Early Renaissance in Europe, the decks were divided into four suits of coins, cups, swords and sticks or batons. It is from these four suits that today’s modern decks of playing cards developed. Theories range how the suits converted to hearts, spades, diamonds and clubs. One theory suggests the suits represent the different classes of the era – clergy, aristocracy, military and peasantry. In India, the ten suited card game of Ganjifa became popular during the Moghul period. Traditionally, artists hand paint a stunning scene on each of the 120 cards in the deck. A standard pack of cards may be used for playing a variety of card games, with varying elements of skill and chance, some of which are played for money. Some of the top card games include Spades, Poker, Solitaire, Spite and Malice, Hearts, Spoons, Gin Rummy, Ridge, Black Jack and Texas Hold’em. Of course, there are thousands of card games, some of which are regional favorites. The French suit symbols we are most familiar with (Hearts, Diamonds, Clubs and Spades) are a variation of the German suit symbols used in the late 1370s.
    [Show full text]
  • The Object in Bridge Play Is to Win Tricks for Your Side
    MINIBRIDGE: The Rules Players and Cards There are four players in two fixed partnerships. Partners sit facing each other. It is traditional to refer to the players according to their position at the table as North, East, South and West, so North and South are partners playing against East and West. The game is played clockwise. A standard 52-card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2. Play The object in bridge play is to win tricks for your side. A trick consists of four cards, one from each player in turn, clockwise around the table. Hence, there are 13 tricks to be won on each deal. The first card played to each trick is called the lead. • If it is your turn to lead, you may play any card in your hand. After the lead, however, the next three players have an obligation: • You must follow suit (play the same suit as the lead) if possible. For example, if a spade is led and your hand contains any spades, you must play one of them (you can play any spade you want). If you have no spades, the obligation is gone. • If you cannot follow suit, you may play any card in your hand. Except for the duty to follow suit, card play in bridge is a free choice. You play the cards any way you want, which is one of the reasons bridge is a superior game. After four cards have been played, the trick is complete.
    [Show full text]
  • Minor Suit Openings
    Minor Suit Openings Opening the Bidding Suppose you have a good enough hand to open the bidding. Opening bids of 1NT and 1 of a major are very descriptive and give us a good start in the auction, so if you can open 1NT or 1 of a major, you should certainly do that. If you do not have a balanced hand with 15-17 HCP, and you do not have a 5-card major, then you will have to open 1 of a minor. (Sometimes it is correct to open above the 1 level, but these bids have not been covered in class yet, so I will ignore them for now. Also, there is one situation in which you can open 1 of a minor despite having a 5 card major; if you have a longer minor { i.e. 5 spades and 6 diamonds { then you should start with the minor.) But in short, with an opening hand, you should open 1 of a minor if and only if 1NT and 1 of a major are not options. How do you know whether to open 1| or 1}? When we were discussing major suit openings, this was an easy decision: opening 1 of a major promises 5 cards in that major, and you probably don't have two 5 card majors. (If you do have two 5 card majors, you should open 1♠ . As a general rule, whenever you have two 5 card suits, you bid the higher ranking one first. This will allow you to safely bid the lower-ranking suit twice.
    [Show full text]
  • Marian Martin Pattern
    HENDE , FRIDAY, FEBRUARY 9, 1934 PAGE FIVE marriages PARTIES CHURCH SOCIETIES SOGIAI. ACTIVITIES "" TELEPHONE 610 :: : ANNOUNCEMENTS \.<mNlN<; AITIIKSNOWFALL To Atlanta, CJa. through tho , pathways Miss Mabel Hayes expects to leave n, O little wuud* aro white: 'tonight foi* Atlanta, Ga, where she .'u'« wi.ite tin- roiula run thro- ni will spend the week-end with her sis- ugh tin’ town; . .y,>i>unity a White road climbs to ter. Mrs. Bill Lewis. pattern crown grow- AMarianMARIAN MARTIN FROCKMartin hill. The monitasrs dj(sUl„t Choir Rehearsal. FOR MISS 2 TO 10 highway The regular rehearsal of the choir CHE^|$S hinc and PATTERN 978-1 of the First Baptist church will be At Hireling of t jH 1 pait, in the ywtculuy -was held in ihe church this evening at toil.- ',l the West l'aH You may be pure Uhat- a frock, Aml't’ilvtsry. in«‘t and aur and take to 7:30 o’clock, it was announced to- !"•!<! ¦ o' ly. eetiiiiiiM boasting the huh o ,ne ;ti- the simplicity and youth of day. All members are eluh year Hping pure satin asked to come were ii.nl :|<, were these < S< ' ins • just whom 'promptly. through Jt>3l. t"'it iiiis this one, is light for your small leiiuths laid down.’ Rnnph’ied l(i;;:> in ~r y way m If daughter. It’s an easy, to make pat- 5 passed this The house ;>l roll< l‘t .-111(1 ;)t t) > What pajvoiintiy V' inn. K> ha; !s perfectly styled the. night ' W. il. Fie m in;- R ilVr ' members one of tern for a.
    [Show full text]
  • Spades Rules
    SPADES RULES Each player is responsible for presenting a current UNC ONE CARD or valid government ID at game time. THE GAME 1. Participants are subject to all policies and procedures in the Intramural Handbook and will need to show a valid UNC One Card or valid government issued ID to the Supervisor. 2. Games will consist of two teams, two partners per team. 3. Game Scoring: Games will be played to 300 with a 30 minute time limit. Should both teams reach 300 on the same deal, the team with the higher score wins. a. The Championship Match will be played to 500 points with a 45 minute time limit 4. Game Time: There will be a thirty-minute time limit per match. If the time limit expires during the final game of the match, the game will be finished to determine the winner of the game and the match. If the game is tied the score for next hand will determine the winner of the game and match. 5. The Deck: A standard deck of 52 cards will be used. The cards in each suit rank from highest to lowest: A,K,Q,J,10,9,8,7,6,5,4,3,2. Spades are always trump; thus, any spade will beat any non- spade, regardless of rank. 6. No Discussions during the game across the table about team hands will be allowed. SPECIAL TRUMP CARDS FROM HIGHEST TO LOWEST: BIG JOKER (SPADE), LITTLE JOKER(SPADE), 2 OF SPADES, ACES OF SPADES. *When playing with the Big Joker and Little Joker, please remove the 2 of Hearts and the 2 of Diamonds.
    [Show full text]
  • The College News, 1950-12-13, Vol. 37, No. 10 (Bryn Mawr, PA: Bryn Mawr College, 1950)
    Bryn Mawr College Scholarship, Research, and Creative Work at Bryn Mawr College Bryn Mawr College Publications, Special Bryn Mawr College News Collections, Digitized Books 1950 The olC lege News, 1950-12-13, Vol. 37, No. 10 Students of Bryn Mawr College Let us know how access to this document benefits ouy . Follow this and additional works at: http://repository.brynmawr.edu/bmc_collegenews Custom Citation Students of Bryn Mawr College, The College News, 1950-12-13, Vol. 37, No. 10 (Bryn Mawr, PA: Bryn Mawr College, 1950). This paper is posted at Scholarship, Research, and Creative Work at Bryn Mawr College. http://repository.brynmawr.edu/bmc_collegenews/863 For more information, please contact [email protected]. , VOL. XLVII, NO. 10 ARDMORE .nd BRYN MAWR, PA., WEDNESDAY, DECEMBER 13,1950 f'OI,"rIIiM, Tr ••tH. of PRICE CENTS B..,..•• M r (lolle.e, 'VOO 15 Legends Read Strauss Explains Cleverly Staged Human Element By Carpenter In Value Decision 'Deirdre' Shows '�n the Social Science. Be Verse Form Ethioally Neutral T" wa. the que.­ Haring In tion which Dr. Leo StrauM, pro­ At Best Merlin aud IdoneW!, fessor of Politieal Science at the Synge Drama Exhibits Univeruty o.t Cbica.go. di8CUU8d In New Medium, In the Common Room Thursday Excelleut Stage Live Again eve.ning, December 7. ProfflMOr Design Strauss stressed the iprimary Im- origi- "Two Legends in Verae," portrance of a di'Stinetion bebween by Jane Au,uatine, '52 nal compositions, were prelented facta and values. Social acieDCe Deirdre of the Sorrowa, given by Mr. Rhya Carpenter last Mon- as a seienee ia limited to an.w8l'- last Friday and Saturda-y niehta day night.
    [Show full text]
  • DON't REBID a FIVE-CARD SUIT with a Reasonable Alternative
    Don’t Rebid a Five-Card Suit © 1993/2008 Pat Harrington DON'T REBID A FIVE-CARD SUIT With a reasonable alternative When looking for a fit, opener's rebid of his original suit usually promises six cards in that suit. With only five cards, opener can usually find a better rebid. • Bid notrump with balanced distribution • Mention a second suit of four-card length • Occasionally support responder’s 4-card major with only 3-card support. EXERCISE 1: You are the opener. Choose your rebid on the auction shown. HAND 1 HAND 2 HAND 3 HAND 4 HAND 5 1♥ - 1♠ 1♥ - 1♠ 1♣ - 1♥ 1♣ - 1♥ 1♣ - 1♥ ?? ?? ?? ?? ?? ♠ 4 ♠ 4 ♠ A 2 ♠ A 7 2 ♠ A 10 7 3 ♥ A Q J 7 6 5 ♥ A Q J 7 6 ♥ 9 2 ♥ 8 2 ♥ 7 3 ♦ A J 2 ♦ A 9 7 2 ♦ A 7 6 ♦ A 4 3 ♦ A 9 ♣ 9 6 3 ♣ K 9 3 ♣ K Q 9 7 6 4 ♣ K Q 9 7 6 ♣ K Q 9 7 6 It wouldn't be bridge without exceptions! Sometimes opener must rebid a five-card suit because he can't afford any other bid. This is true if opener's rebid would be a reverse. Opener’s reverse occurs when: • The opening bid is one of a suit. • Responder answers on the one level. • Then opener rebids a new suit that prevents responder from going back to two of opener’s first suit. (Opener’s second suit is higher than two of opener’s first suit.) • Opener should avoid making a reverse bid with minimum strength.
    [Show full text]
  • Advantagesof Humans and Machines in the Building of Intelligent Systems Are 'Explained
    DOCUMENT RESUME ED 201 337 IR .009 351 AUTHOR Hayes -Roth, Frederick: And Others TITLE 'Knowledge Acquisition, Knowledge Programming, arld Knowledge Refinement. INSTITUTION Rand Corp., Santa Monica, Calif. SPONS AGENCY National Science Foundation, Rashington, D.C. EEPORT NO ISBN-0-8330-0195-7; Rand-R-2540-115F PUB,DATE May 80 GRANT MCS77'03273 NOTE 39p. AVAILABLE FROMRand Corporation, Main St., Santa Monica, 2A 90406 ($3.00). EDRS. PRICE HF01 Plus Postage._. PC Not Available from EDRS. -DESCRIPTORS *Artificial Intelligence; *Computers; Informatioa Theory; Man Machine Systems; .*Programing; Research Reports; Systems Development ABSTRACT. This report describes the principal findings and recommendations of a 2-year Rand research projedt on machine-aided knowledge acquisition an -discusses the transfer of expertise from humans to machines, as'weils the functions of planning, debugging', . knowledge .:efineient, andauton moos machine' learning. The relatiie .advantagesof humans and machines in the building of intelligent systems are 'explained. Background and guidance is provided for policymakers concerned with the research and development of machine-based learning systems'. The research method adoptel emphasized iterative refinement of knowledge in' response to actual experience; i.e., a machine's knowledge, was acquired initially from a human who provided enough concepts, constraints, and problem-solving heuristics to'' define some minimal level of performance. Sixty -,tap 'references are listed. (Author/FM) ************************************** -1**.i.*************************** * Reproduciiont supplied by -a: Ahe best that can be `made At' * frOm the origine_ .4.'zumente. ****.******4c*******101c.***,************oz******************************C: U.S, OE PAR.T. :#T Q,. ALT;, EOUCATiC ;It PiT,.f4FtV NAT Iew '17:11',07r-cy THIS °Dap ' .71, IV- P FORO.
    [Show full text]
  • Stichwortverzeichnis Stichwortverzeichnis
    Stichwortverzeichnis Stichwortverzeichnis A Spielende 187 Spielregeln 197 Ablagestapel 34 Spielstrategien 191, 199 bei Rommé 86 Trumpffarbe 184 Akkordeon Blackjack Aufbau und Spiel 43 Auszahlungsmodalitäten 276 Patience 42 Einsätze 273, 274 Alexander der Große Formalitäten im Kasino 281 Patience 50 gegen die Bank 271 All in 244, 245 Hausrunde 274 Anfangsmeldung hohe oder niedrige Ass 285 bei Canasta 104 im Kasino 279 Anlegen Insurance-Spiel 281 bei Patience 41 Karten splitten 275, 284 Ante 250, 255 Kartenwerte 272 Aufbau Kasinowetten 280 Buch 25 Spielablauf 272 Aufbaukarte Spielstrategien 278, 282, 283 bei Rommé 85, 86 Bluffen 242, 245, 246, 254, 255 Authors 69 Bridge Kurzüberblick 166 B Mini-Bridge 159 Bring-in 250 Basis Buch bei Patience 42 Aufbau 25 Bid Whist 141 Überblick 23 Bieten bei Spades 145 Bietrunde 35 C Big blind 243, 258, 259, 262, 265 Canasta Binokel Ablagestapel 102 Dabb 193 ablegen 103 Dix 186 Anfangsmeldung 104 für drei Spieler 193 ausmachen 107 für zwei Spieler 183 austeilen 102 Gebote 195 echter 107 Karten austeilen 184 eingefrorener Ablagestapel 105 Meldungen 183, 191 fertig stellen 107 Meldungen bei Team-Binokel 202 gemischter 107 Meldungstypen 186 Hand und Fuß 111 mit zwei Teams 200 Kartenwerte 101 Punktwerte von Karten 185 Meldungen 100, 103 Reihenfolge der Karten 184 mit drei Spielern 110 Spielablauf 187, 190 mit zwei Spielern 110 297 bindex.indd 297 06.12.2006 16:13:23 Uhr Kartenspiele für Dummies Modern American Canasta 109 Trumpfrangfolge 225 Partnerwahl 101 Vorbehalt 223, 229 Punkte zählen 109 Draw Poker 243
    [Show full text]